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Lutian's Music Box (Damaged)

Plays the song of Lutian that summons a chorus of troubadour's spirits to protect you.

Once the music box starts playing it must be wound every turn or else it will stop playing at the end of that turn. Once it stops playing it is considered to have been used once. The music box can be played once per short rest. Winding the music box while it is playing is counted as an object interaction.

If repaired:

The music box no longer has to be wound each turn and will play the entire 3 minutes without interruption.

Wonderous Item

Lutian's Symphonic Spirits

  • casting time 1 Action
  • range Self (15-foot radius)

  • components V, S, M *
  • duration 3 Minutes

a holy symbol of Lutian

Plays the song of Lutian that summons a chorus of troubadour's spirits to protect you. They flit around you to a distance of 15 feet for the duration.

When you use this item, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 1d8 + (proficiency) radiant damage. On a successful save, the creature takes half as much damage. The music box must be wound every turn or it will stop playing at the end of this turn.

The music box gains an extra 1d8 Radiant damage on Bard levels 5, 11 and 17.

Bard 1st level Conjuration

Mercera's Metallic Emblem

A metallic emblem of the Faith of Mercera. It seems to have been modified to use a crystal power source that makes it magnetic for a short time when a switch is flipped.

Note: The switch can be flipped by any creature, animal or being.

Wonderous Item

Magnetic Aura

  • casting time 1 Reaction*
  • range Self (15-foot radius)

  • components S, M **
  • duration 1 Round

a metallic object/creature

Creates a magnetic aura around you that will cause any attacks made with metallic weapons against an ally to target the wearer for the rest of the round. Until the start of your next turn, you have a +1 bonus to AC, including against the triggering attack.

*- when an attack is made within 15 feet of you or must pass through a 15 ft sphere around you.

Druid 1st level Warding

Arachne Agate

requires attunement by a the arachne that hatched from within it

Agate Features

Chipped - Arachne Elegance: The wearer gains an aura of elegance and beauty that distracts any creatures who look upon the wearer. The wearer gains advantage on persuasion and deception checks against any creature that fails a dc 13 constitution save. Any creature that passes the save cannot be affected by this feature again until after a short rest.

Arachne Analysis Once per short rest you may analyze one creature within 60 feet. You learn their Armor Class, Resistances, and gain advantage on insight and perception checks against them for 1 hour. During that hour you are able to making critical attacks on this creature when you roll a 19 or 20 on your attack rolls. This feature stacks with any other abilities that increase your Critical Hit range.

Blood Polish Once per short rest you may polish the gem with the blood of a creature you have slain. This will increase the luster of the gem increasing its polish points.

Wonderous Item

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